There are general issues with the way that players select targets for actions and we get wrapped up in the wrong kinds of details, usually involving having to select the exact right pixel rather than just saying "this is what I want to do; you figure out how it happens." A few examples:
Bless
When you cast bless, you get an area-of-effect ring projected onto the map and the game selects a number of targets within that area. You have very little control over who the spell actually targets; I don't think not targeting yourself is even an option. You can move the circle around a little bit this way and a little bit that way and try to find a spot where, for whatever reason, the game happens to select the targets you want. But bless isn't an AOE spell. Just let me click on the targets that I want (similar to how magic missile works now) and then let the game figure out where I need to stand or let me know if my intended targets are too far apart from each other.
Ranged Attacks vs. Partial Cover
The way ranged attacks work is you have to select the point on the target that you want to shoot at. This is fine much of the time, but it gets complicated and annoying as soon as there are obstacles between you and your target. I've spent too much time hunting for the exact right combination of place to stand and body part of the target so that my shot can get through. It's super annoying and is further complicated by the fact that your target is usually swaying in their space, so you not only have to figure out that you need to click on their right elbow, but you have to do it when their right elbow is all the way forward. This is the most boring kind of micro-management for a player - I don't need this kind of control. It would be one thing if we were making called shots, but D&D abstracts away so much of how landing an attack works, this level of detail is irrelevant. Just let me pick my target (the only thing I really care about) and then let the game figure out that I need to move two feet to the right. If it's hard to find a place to get a clear shot because there are obstacles impeding your view, just bump the target's AC up a little bit. D&D already has rules for this - use them! If you want to get fancy, let me pick my target and then have the game give me options: you can step two feet over here and take a shot, but the target will have partial cover, or you can walk 20 feet over this way to get a clear shot with no cover.
Jumping
Similar to ranged attacks, I don't want to have to hunt through every combination of places to stand on this side and places to jump to on that side - I just want to cross the gap. Jumping in this game is tedious. I want to get from this side of the bridge to the other side - just tell me if I can do it (and trust that my character can figure out how) or that I can't (and play sad trombones or something). The hunt-and-peck minigame sucks.
I'm sure there are other examples, but these are the ones that pop in my head right now. There are some things that I like about this game, but they are dwarfed by having to fight with the user interface at every turn. Please clean things up so I can focus more on what I want to do and spend less time worrying about how I'm going to do it.